// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef BIG_CONVEX_DATA_BUILDER_H #define BIG_CONVEX_DATA_BUILDER_H #include "foundation/PxMemory.h" #include "PsVecMath.h" namespace physx { struct HullTriangleData; class BigConvexData; class ConvexHullBuilder; ////////////////////////////////////////////////////////////////////////// //! Valencies creation structure struct ValenciesCreate { //! Constructor ValenciesCreate() { PxMemZero(this, sizeof(*this)); } PxU32 nbVerts; //!< Number of vertices PxU32 nbFaces; //!< Number of faces const PxU32* dFaces; //!< List of faces (triangle list) const PxU16* wFaces; //!< List of faces (triangle list) bool adjacentList; //!< Compute list of adjacent vertices or not }; ////////////////////////////////////////////////////////////////////////// class BigConvexDataBuilder : public Ps::UserAllocated { public: BigConvexDataBuilder(const Gu::ConvexHullData* hull, BigConvexData* gm, const PxVec3* hullVerts); ~BigConvexDataBuilder(); // Support vertex map bool precompute(PxU32 subdiv); bool initialize(); bool save(PxOutputStream& stream, bool platformMismatch) const; bool computeValencies(const ConvexHullBuilder& meshBuilder); //~Support vertex map // Valencies /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Computes valencies and adjacent vertices. * After the call, get results with the appropriate accessors. * * \param vc [in] creation structure * \return true if success. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool compute(const ValenciesCreate& vc) const; bool saveValencies(PxOutputStream& stream, bool platformMismatch) const; //~Valencies protected: PX_FORCE_INLINE void precomputeSample(const PxVec3& dir, PxU8& startIndex, float negativeDir); private: const Gu::ConvexHullData* mHull; BigConvexData* mSVM; const PxVec3* mHullVerts; }; } #endif // BIG_CONVEX_DATA_BUILDER_H